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	<title>Comments on: A Well Traveled Gamer</title>
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	<description>Better Gaming by Design</description>
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		<title>By: MadBrew</title>
		<link>http://madbrewlabs.com/well-traveled-gamer/#comment-3131</link>
		<dc:creator>MadBrew</dc:creator>
		<pubDate>Fri, 22 Jan 2010 13:18:44 +0000</pubDate>
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		<description>@Daniel: Your welcome. I was hoping I could bring a unique perspective to the carnival.

@Anarkeith: I agree, the experiences can definitely be leveraged to add details to the game; I just think that roleplaying games are not meant to be adventure simulators.

@Mark: Ah, but the journey could be grand. Instead of a sinking ship, what if it you were on a haunted train, or with a gypsy caravan that traveled through mysterious portals? I think the journey is really under utilized. I wouldn&#039;t force players to sit through days of grinding march...

Thanks for the comments!</description>
		<content:encoded><![CDATA[<p>@Daniel: Your welcome. I was hoping I could bring a unique perspective to the carnival.</p>
<p>@Anarkeith: I agree, the experiences can definitely be leveraged to add details to the game; I just think that roleplaying games are not meant to be adventure simulators.</p>
<p>@Mark: Ah, but the journey could be grand. Instead of a sinking ship, what if it you were on a haunted train, or with a gypsy caravan that traveled through mysterious portals? I think the journey is really under utilized. I wouldn&#8217;t force players to sit through days of grinding march&#8230;</p>
<p>Thanks for the comments!</p>
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		<title>By: Mark</title>
		<link>http://madbrewlabs.com/well-traveled-gamer/#comment-3130</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Fri, 22 Jan 2010 00:50:02 +0000</pubDate>
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		<description>Nice perspective.  Personally, I despise extended travel within games.  All too often, it ends up with an overused plot hook like sinking a boat.   Alternatively, its game days worth of sitting about waiting to arrive at the destination.

Using culture shock and communication barriers is a great idea.   Under utilized by far.
.-= Mark&#180;s last blog ..&lt;a href=&quot;http://www.korpg.com/blog/?p=1077&quot; rel=&quot;nofollow&quot;&gt;Gaming at 10,000 feet&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Nice perspective.  Personally, I despise extended travel within games.  All too often, it ends up with an overused plot hook like sinking a boat.   Alternatively, its game days worth of sitting about waiting to arrive at the destination.</p>
<p>Using culture shock and communication barriers is a great idea.   Under utilized by far.<br />
.-= Mark&#180;s last blog ..<a href="http://www.korpg.com/blog/?p=1077" rel="nofollow">Gaming at 10,000 feet</a> =-.</p>
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		<title>By: Anarkeith</title>
		<link>http://madbrewlabs.com/well-traveled-gamer/#comment-3129</link>
		<dc:creator>Anarkeith</dc:creator>
		<pubDate>Thu, 21 Jan 2010 22:31:17 +0000</pubDate>
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		<description>As a GM with travel experience, I usually try to leverage that to enrich my campaigns. I use maps and names from places I&#039;ve visited. I transplant cuisine. I mentally record people I meet and make them NPCs. Logos become heraldry. Whatever I can draw details from to add flavor to the game. If you can&#039;t afford to travel, check out a travel guide from the library about a country you&#039;d like to visit.

I don&#039;t have any combat experience (unless you count competetive fencing, which is a reach, I admit) but many of my friends are vets. I know from them that, as you say, adventuring is a tough business. I try to convey the discomfort in the circumstances I describe and simulate the hardships with situational penalties. I think you can respectfully leverage experiences, both positive and negative, into your games.</description>
		<content:encoded><![CDATA[<p>As a GM with travel experience, I usually try to leverage that to enrich my campaigns. I use maps and names from places I&#8217;ve visited. I transplant cuisine. I mentally record people I meet and make them NPCs. Logos become heraldry. Whatever I can draw details from to add flavor to the game. If you can&#8217;t afford to travel, check out a travel guide from the library about a country you&#8217;d like to visit.</p>
<p>I don&#8217;t have any combat experience (unless you count competetive fencing, which is a reach, I admit) but many of my friends are vets. I know from them that, as you say, adventuring is a tough business. I try to convey the discomfort in the circumstances I describe and simulate the hardships with situational penalties. I think you can respectfully leverage experiences, both positive and negative, into your games.</p>
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		<title>By: Daniel M. Perez</title>
		<link>http://madbrewlabs.com/well-traveled-gamer/#comment-3128</link>
		<dc:creator>Daniel M. Perez</dc:creator>
		<pubDate>Thu, 21 Jan 2010 17:41:41 +0000</pubDate>
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		<description>This right here is the perfect example of how travel influences games and what I was hoping someone would deliver. Thanks.
.-= Daniel M. Perez&#180;s last blog ..&lt;a href=&quot;http://www.dmperez.com/2010/01/20/ierne-the-raid/&quot; rel=&quot;nofollow&quot;&gt;Ierne: The Raid&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>This right here is the perfect example of how travel influences games and what I was hoping someone would deliver. Thanks.<br />
.-= Daniel M. Perez&#180;s last blog ..<a href="http://www.dmperez.com/2010/01/20/ierne-the-raid/" rel="nofollow">Ierne: The Raid</a> =-.</p>
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